- // Setup our dummy scene...
- c->layer_create(100, 0, 0); // bottom layer, anything else
- c->layer_create(1000, 0, 0); // top layer, mandelbrot
-
- auto &l100 = c->layers[100];
- auto &l1k = c->layers[1000];
-
- // Set layers fullscreen
- l100->set_destination_rectangle(0, 0, o->width, o->height);
- l1k->set_destination_rectangle(0, 0, o->width, o->height);
- l100->set_visibility(1);
- l1k->set_visibility(1);
+ // Quick and dirty setup of layers
+ // XXX: This likely needs to be sorted by order (note, we don't (yet?)
+ // do any zorder arrangement).
+ std::vector<unsigned> ls;
+ ls.reserve(this->surface2layer.mapping.size());
+ for (auto const &i: this->surface2layer.mapping) {
+ c->layer_create(i.layer_id, o->width, o->height);
+ auto &l = layers[i.layer_id];
+ l->set_destination_rectangle(0, 0, o->width, o->height);
+ l->set_visibility(1);
+ DB("Setting up layer " << i.layer_id << " for surfaces " << i.id_min << " through " << i.id_max);
+ ls.push_back(unsigned(i.layer_id));
+ }